babylon.quarks - v0.19.0
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    Interface VFXBatchSettings

    interface VFXBatchSettings {
        blendTiles: boolean;
        instancingGeometry: Float32Array;
        instancingIndices:
            | Uint32Array<ArrayBufferLike>
            | Uint16Array<ArrayBufferLike>;
        instancingNormals?: Float32Array;
        instancingUVs?: Float32Array;
        layerMask: number;
        materialAlphaTest: number;
        materialBlendMode: number;
        materialDepthTest: boolean;
        materialDepthWrite: boolean;
        materialTransparent: boolean;
        reflectionAtlas: BaseTexture;
        reflectionFaces: BaseTexture[];
        reflectionLevel: number;
        reflectionTexture: BaseTexture;
        renderMode: RenderMode;
        renderOrder: number;
        softFarFade: number;
        softNearFade: number;
        softParticles: boolean;
        texture: Texture;
        uTileCount: number;
        vTileCount: number;
    }
    Index

    Properties

    blendTiles: boolean
    instancingGeometry: Float32Array
    instancingIndices: Uint32Array<ArrayBufferLike> | Uint16Array<ArrayBufferLike>
    instancingNormals?: Float32Array
    instancingUVs?: Float32Array
    layerMask: number
    materialAlphaTest: number
    materialBlendMode: number
    materialDepthTest: boolean
    materialDepthWrite: boolean
    materialTransparent: boolean
    reflectionAtlas: BaseTexture

    Single 3×2 atlas of cube faces (px py pz / nx ny nz). One sampler2D — the path that stays valid on iOS WebKit ShaderMaterial draws.

    reflectionFaces: BaseTexture[]

    Optional six cube-face 2D textures (px,py,pz,nx,ny,nz). Prefer reflectionAtlas on iOS — many simultaneous face samplers still trip GL_INVALID_OPERATION on WebKit.

    reflectionLevel: number

    Multiplier for the reflection sample — mirrors texture.level.

    reflectionTexture: BaseTexture

    Cubemap (or other reflection texture) harvested from a Babylon material's reflectionTexture. Mesh batches sample it like StandardMaterial cubic reflection; other render modes ignore it.

    renderMode: RenderMode
    renderOrder: number
    softFarFade: number
    softNearFade: number
    softParticles: boolean
    texture: Texture
    uTileCount: number
    vTileCount: number